Monthly Archives: February 2016

project19week4

Children’s ability to learn could be defined by considering their capacity to stay focus. The notion of attention represents the cornerstone of every leaning process. Yet it could be influenced by the type of foods children eat. Some nutrients such as carbohydrates, fats and proteins are essential for the well-functioning of the body. When children keep skipping breakfast this could impair their academic performance (Diane Tomlinson, Heather Wilkinson & Paul Wilkinson 2009).

This topic is socially relevant because when children follow an appropriate diet they will learn better. It will also help parents to choose foods that are required to boost children capacity to stay focus. It would be very beneficial for society because when students do better at school, this would affect positively all areas of their life. However, some aspect remains debatable because children often do not really like foods that sustain the learning process. To solve this problem it would be crucial to find a way to make it pleasurable for kids to follow a diet that promotes their ability to learn.

It would be very interesting for me to conduct a research on this topic because I would like to be a counselor, and I am currently a dialysis technician. As a counselor, my work would be to encourage kids to make good choice when it comes to food that would help them in their learning.

week 3

Game of the week: Win White House

Learning Element

The element of learning in this game, is finding out how the electoral college works. The game teaches how  presidential candidates get elected. The game starts off as you are picking what party that you want to be republican or democrat, and then you select topics that are your main talking points.  The player learns that they is a lot of fundraising and battling for big states like California Texas New York and Florida.

System Dynamic

The game is like a board game in where they two party take turns and they have to battle for states using four different options, fundraising polls, visits and ads. Using these four tools you are able to win and lose different states. In the game there is an economy and that dollar points. With the dollars points you could make ads and take polls to find out what the state’s key point is.

Fun and Accessibility

The game is honestly hard to learn how to play. I was lost in the first round. The game is not that fun because it is extreme repetitive, and it gets boring after a while doing the same thing over and over again. The fact that is really repetitive is a fun killer.

I would rate the game 5 of 10.

Project 12 week 4

Do Video games help college students manage their stress? Screen-shot-2013-02-10-at-12.17.52-AM

My thesis is measuring to see if video games can help manage a college students stress. There are many college students in America and at one point in their time I’m pretty sure that they have faced stress. Stress is caused by many things for example falling a exam, taking a test, having a job interview and etc.

Related to psychology 

The cognitive process that i am studying is, learning how to manage stress on college students.The cognitive process that I’m going to be focusing on for this project is stress on college students. I want to see if playing video games can help a college student manage their stress well.

Socially Relevant

My study is going to be socially relevant because my study is going to be focusing on to college students. There are many students that attend college a year in America.We as students face stress and we don’t have a answer to it. Kids are known as “The future” because were going to have to invent new technology,and find cures that hasn’t been found out in this generation.

Original work

The unsolved problem that i want to study is if other college students use video games to help them manage their stress. Nobody has created a game that has focused on college students and stress. Since video games helped me when i was stressed out i want to see if other college students use the same technique.

Intrest 

This project interests me because growing up as a child I loved to play video games. To this day I still play video games and I still have the same joy as I did when I was a child. As a college student I go through stress like everybody else does. For me when I deal with stress I play video games to help manage my stress levels. For this project I want to learn if other college students use the same technique as me.

Project 9- week 3

 

Game Title: Bounden

Authors/company: Game Oven

URL: http://www.gamesforchange.org/play/bounden/

 

The game I played was Bounden by Game Oven. This game is trying to teach gamers how to dance by using choreography by the Dutch National Ballet. The learning experienceBounden-App-Storee the game is attempting to create for the play is to be able to learn how to dance to that particular type of music in a fun and natural way. This game is affected by our social processes system. This design attempts to affect this system because the players have to work together in order to beat each stage. If there is no communication or no teamwork they would not be able to move on to the next round. It takes two people to play this game. The primary objective of this game is to teach players how to dance Ballet in a fun way. The game objective reinforces the learning objectives because the main goal of the game is to be able to teach players how to dance like the Dutch National Ballet.
There are a couple of rules that players must use in order to play this game. The rule of the game is that each player must keep their thumb on each end of the device at all times. Then they have to tilt the device around a virtual sphere following a path of rings in order to play the game. The players must swing their arms and twist their bodies, and before they know it, they are dancmzl.fbjltffqing. These rules complement the game and learning objective being the purpose of this game is to teach players how to dance.  This game allows players to get out of there comfort zone. It allows them to learn how to dance in a fun way rather than them learning the dance and get frustrating, because they can’t get the moves. This game allows players to focus more on the game than the moves.
The challenges that are presented to the players are the levels. The high the level the hard it gets. This means that they may have to move faster and the game gets more complex and complicated. The players must master there communication and eye coordination skills in order to master this game. They must talk to each other so that they won’t go the wrong way. They also must have good eye coordination to see where the rings are located on the virtual sphere.
This game is playful. This game  allows players to be active. The players have to get up and move there body in many positions in order to play the game. This game is playful because the players must work together to beat each level.  All the players in Bartle’s taxonomy are most likely to enjoy this game.
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This game is fully functional. Picking a team player that  can work very well is meaningful in the game. The gamer may want to pick someone that they can communicate well with. This game is very easy. It only gets hard based on the level that the players on. The higher the level the harder it gets. It does take long to learn this game. It took me about two tries to figure out exactly how it works. The game is design so that players learn how to play this game from the beginning of the game. The game provides players instructions on how to play so that they won’t be lost when the game is in play.

Project 23 Week 4

my thesis is measuring how well 6-10 age group can be sustained attention in an informal learning environment? the cognitive process I’m studying is sustained attention. it is relevant because it gives us an idea of how much students can learn by being at an informal learning environment. some students may get distracted being at a informal setting or for some it can help them be more engaged in the lesson. it is easier to come up with a topic by looking at what is socially relevant but the hard part is figuring it if the problem will connect to the cognitive process or to any other lesson. my project is directed at understanding cognitive processes, the cognitive process that is being studied is sustained attention between students and it is also socially relevant because this project can help a parent and others learn about helpful or irrelevant studied in an informal has an effect on children. the unsolved problem my study will address is if being at an informal setting helpful for students to give their sustained attention to the lesson. i will be researching about sustained attention first, then i would research about informal learning environment and then i would compare both of them to learn how it can effect the students learning methods. peer-reviewed articles help a lot with finding the right research to check if it has been done before and also getting an idea of how past experiments were done to get the results. doing this project really interests because i would like to learn more about the change of environment and the improvement in the students learning. this project gives me a chance to know why many students may find studying in a classroom can be less entertaining to them. it can help me learn what excites them as a future educator this can help me learn about different experiences that can help students. i think only you can know for yourself if your project/game is ready to be presented or not because you are the creator of this so this will be on you to say my project is done and ready.

Project 23 Week 3

The game I played is Sidekick Cycle. the game is trying to teach you can play a game using your skills to finish the race and collect what you’re supposed to collect within the time.the learning experience its trying to create is that finishing a race within time. the dominant form of interaction the player has with the game is using your finger to jump. this supports it by showing the player, you can finish a task within every timing if your smart enough. cognitive processes is most effected by this game because this game has a lot to do with thinking ahead of time to jump and pick up gears. it is a one player. the player interacts with the game by using their finger. the primary objective of the game is to master your racing skills. the objective reinforces the learning objective. the roles of this game is not to fall and fail while riding the bike. this complements with the game and learning objective because the player learns how to master at a skill to finish within time. the items that occurred while playing the game is scenario with mountains and clouds. the resources thats spent is every 387 downloads of this bike racing game sends a bicycle to an impoverished community. the conflict is introduced by showing a map that the player has to finish a map without falling or bumping against items. it is maintained and resolved by jumping overtime an obstacle comes the players way. the game prevents them from showing sometimes you have to follow the rules to win the race. it eliminates the fun because not everyone might want to play to collect all gears. they might want to play for fun. it might contribute because the whole point of the objective is to learn and master the racing skill. the challenges thats presented is the hills that come your way and the obstacles that come your way. the player must master in the jumping skills and collecting all the gears. the game is playful in a way almost like playing temple run. the most prevalent one is when you first start the game, you have to test out the challenges if you have not looked at how to play. the tension and resolution is controlled by jumping over the obstacles to finish the race and collect all the point. the story creates conflict by showing what can come across on your way. the map can keep going when you finish every level. you can also buy a pet with your points. the only thing required for this game is having points and enough gears to move to the next level. the game is based on collecting points behaviors are required for the game. the basic relationship between system elements is jumping over obstacles. you control the dynamics of the system by completing the task within time. there is no economy that exist in the game. the only new system that emerge from the game play is learning jumping too much can you fail the level. there is procedurally generated systems. the system about the benefit of every level is exposed to the player while it is hidden how to get the bike to ride faster. the game is fully functional. the game is complete and balanced. the game is very engaging. the choices to use your points to continue the game when you fall without restarting the whole level is meaningful. these relate to making smart choices to use your points. there isn’t any part that is broken. picking the level on your map is a bit micro managed. the boring parts of the game is when it is difficult to find out how to get your bike to ride faster. there is insurmountable obstacles in the game. it is very easy to play the game. all you have to do is tap to jump. it takes less than a minute to learn how to play  the game. they can either look at how to play or just play the game to find out.

Project 23 week 2

The game I played this week is LongStory: A Dating Game for the Real World. The game company is Bloom Digital Media. The game is trying to teach the pre teens not to shy away from difficult topics like homosexual identity, bullying, healthy sexuality, fitting in, standing out,figuring out what normal is. The player is trying to teach how to survive being a new student. The dominant form of interaction is the player moving from paris and trying to fit in the school. it supports the learning objective by showing the people teenagers will come across going to school. it affected the game design by the social and behavioral processes. it is designed to affect this by showing social behaviors and options on what to do for situations. only one player is engaged in the game. they cooperate with each other in school by seeing each other in school. and also in the cafeteria they communicate. the primary objective of the game is to survive being the new student. the game objective do reinforce the leaning objective because it helps the player know about the students and their behaviors in a school. there isn’t many rules in this game. it is basically picking the answer based on how you wanted people keep speaking to you or not. these compliments with the learning objective because when you pick a certain answer, you learn how they respond or react to it. the items that are accrued during the game  is the players cell phone. the resources that is spent is social media. helping you learn about social life after going to a new school is what is exchanged. the conflicts between the players are occurred when the main player which is me meets these three girls who are very rude to her. they try to be nice but also be rude at the same time because she’s new. The game prevents players from behavioring a certain way by giving the option of picking what can be the possible answer when the player got to pick a response. this can limit the fun because we might want to say something else to the player. it wouldn’t contribute the objective at all. the game ends by having more episodes to complete. the outcome doesn’t conflict with the objectives. the main character is me who is controlling the game. their motivation is to get through the school year without no problem. the relationship between the avatar and the player is the player controls the avatar and what they say. the challenges that is presented in this game dealing with the bullies and relationships. the skills the character should learn to learn how to make friends and get information about who used to have the locker. it is playful in a way to have the player have an imagination of new things. the most prevalent type of the play is figuring out the past of the locker. the tension is controlled by the player sometimes having smart comments to make to the enemy. and it is resolved by the player talking about it to her internet friend. the story creates a conflict in the game every time the player sees the enemies. the objects that are used is the avatar’s phone, school locker, and notes. the object property required for the game system is the school building and the players room. the basic relationship between system elements is the player learning how to find more information out. the dynamic control of the system is the player controlling how they feel about situations. the new system that emerge from game play is picking up the phone to answer the internet friend and seeing text messages. yes it is procedurally generated systems. the information that is exposed about the game is this is a game for pre teenagers to know how to survive when they go to a new school. what is hidden in this game is the other players thoughts. the interact with the system by reading and responding they control the system. they receive feedback after the episode of the game is done. the game is complete. there isn’t a voice not being responded. the game is balanced. there is not a dominant strategy. the game is a little bit systematical. the game is engaging, they promote the engagement by showing how to learn more about a none fixed processes. the choices that are meaningful in the game is picking out who to speak to and who not to interact with. these relate to the learning objective because they learn they don’t have to interact with everyone you see.

project 23 week 1

the game i played for week 1 is Skip a beat Heart Rate game. the company was Happitech. the game is trying to teach you can play a game using your thoughts and emotions and it will give you a feedback. The learning experience it’s trying to create is that your heart rate can be a controller of a game depending on your thoughts and emotions. The dominant form of interaction the player has with the game is using your finger for heart rate. This supports the learning objective by showing the player your heart rate has the power to influence a game. Cognitive processes is most effected by this game because this game has a lot to do with your thoughts and emotions. It is a one player game. The player interacts with the game by using their finger. The primary objective of the game is to influence your heart rate. The objective does reinforces the learning objective. The rules of the game is to hold on index finger on the flash area to determine the heart rate. This complements with the game and learning objective because the player learns the heart rate can also be measured with the index finger. The items that’s occurred while playing this game is a scenario with mountains and clouds. The conflict of the game is shown by the 4 challenging modes of the game to influence your heart rate. And it is maintained by your heart rate being at certain level. You have to maintain that heart rate or fluctuate that specific heart rate. It is resolved by giving you personalized feedback then it uses that as your game controller. It prevents the players from focusing on other things using their hands. It can be fun to know your heart rate is being calculated. It contributes the objective by having the player be focused on one thing. The main character is a little green avatar. Their motivation is to get your heart rate to a specific level. The avatar is what you control which is represented as your heart rate. The challenge that’s presented to the player is to get your heart rate to a specific level. The skills the player must master is to hold the index finger on the flash to measure the heart rate. And to overcome the challenges. The story uses a linear narrative method. It relates to the player when the narrator explains the procedures of the game. It is playful in a way people with a great interest in trying new things. Measuring the heart rate is the most prevalent. The tension and the resolution is created by your own heart rate. The conflict creates when you do not meet the specific heart rate. The objects used in the game are mountains, clouds and avatars. The object behavior required for the game is flying and keeping your avatar up in the flying mode. The basic relationship between the system elements is having your finger on the flash to measure heart rate. The challenge modes and the way they measure the heart rate is exposed while the part how it is accurate is being hidden. Players interact with their full attention focused on to pass the level. They control of with their own system with emotions and thoughts. They received feedback from the system after every level is done. The game is not fully completed. There need to be more advanced levels in the game that should be achieved. The game is engaging. The choice to control the heart rate is meaningful in the game. This relate to the object by having the idea of thinking of different things to learn about yourself. There is not parts that’s broken. The heart rate feels micromanaged at certain times. The part on learning how to work the game is boring. But after you learn the meaning of it is stagnant. No there isn’t any of those. The game is very easy to play. It takes about 5-10 mins to learn how to play this game. They have a preview video on how to play the game.

 

Week 3 Project 20

Name

the name of the game that I played is SPENT.

Objective 

Go through the game by making decisions based on money choices for you and for your family.

Participants

1 player game.

Errors

There are no errors within the game.

Problem solving

At times you are put into difficult situations where you have to make the best possible decision and at that time there might be two but only one you can choose.  This might have a positive but also a negative part to it.

Type of Game

This game is based on a series of questions and the answers depends on you and depending on this answer you can either increase or decrease your bank account. This game will have you on your feet because if you are put into a sticky situation you might have to start missing your child’s after school activities and make some extra cash on the side to support yourself and your family.

Digital Compass ©

Yep! It is yet another game we have up for review this week. This game is entitled Digital Compass. DC (Digital Compass) tries to teach the player to make good and not so good decisions. In order to create real life situations that will impact their future and their relationship. The game is attempting to create a twist of experiences of daily digital life. Digital Compass seeks out to engage the player, Operating under a cognitive process. The player learns to acquire and understand knowledge through thoughts , experiences and the use of their senses.   redbird 

Formal Elements

There are eight different players in the game. Each player interacts and teaches a different lesson. Some of the lessons include: relationships and communication, cyber bullying and digital drama, and self-image and identity. The primary objective of Digital Compass is to learn valuable digital citizenship skills by stepping into the shoes of eight characters to experience the twit and turns of the daily digital life. Just like any other solely recreational game , Digital compass uses the idea of a no rule theme and applies it to their educational game. With each character comes different conflict. For example, in the portion about relationships and communication, one character despised the fact that her friend and the star football player liked each other. She thought that her friend was wasting her time and that the football star was using her friend. By using communication and by not acting based on instincts, the character came to a positive conclusion that the football star genuinely liked her friend.

DIGITAL COMPASS ” Digital Compass is a creative and engaging way to spark reflection about the digital dilemmas that are routine in young people’s lives today. This dynamic platform is a great addition to Common Sense Media’s extensive collection of digital citizenship resources.”– Dr. Carrie James, Research Director of Project Zero at the Harvard Graduate School of Education

Digital Compass allows a positive and negative response to portray the outcome of making positive and negative decisions in daily situations. This contributes to the objective because the players experience the twist of daily digital life. The game ends based on the choices chosen during the different scenarios. The outcomes does not conflict with the objective, it reinforces it. The game is engaging. The elements supports obscure learning. There isn’t anything that is hidden to the player. Everything is exposed and far upfront. All the characters and the players interact with the system, control the system, and receive feedback from the system.

Get the App     AT&TPlay Online Now

Lets Get out there and Play Digital Compass It is very easy to play and only takes seconds .